Is Online-Gaming for Business or Pleasure? - PowerPoint PPT Presentation

Is Online-Gaming for Business or Pleasure?. Adam Pyszkowski Tony Zhe Richard Thompson. Presentation Outline. The Social Impacts of Online Gaming Virtual Economy and Business Model Motivations and Crime Conclusion. What are Virtual Worlds and MMORPG?.

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Is Online-Gaming for Business or Pleasure?

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Presentation Outline The Social Impacts of Online Gaming Virtual Economy and Business Model Motivations and Crime Conclusion

What are Virtual Worlds and MMORPG? Massively Multiplayer Online Role Play Game Fantasy life becomes real Large number of subscribers Asia the main players but growing worldwide • Virtual Worlds • Virtual reality environments • Players choose a physical self called an ‘avatar’ • Engage in meaningful activities

Its Not All Fun and Games Life’s a game but ‘the game’ can be a life Spend more time online then at work Health problems The story never ends Addiction problems can lead to death Website for online gaming anonymous Failing education is a concern

What is a Virtual Economy? A Virtual Economy (or sometimes synthetic economy) is an emergent economy existing in a virtual persistent world, usually in the context of an Internet game Source: “http://en.wikipedia.org/wiki/Virtual_economy”

New Market Places • Gold Farming and virtual item trade • Virtual objects are sold for real money to the tune of at least $100m a year • It has become a real market • Inflation in WoW • 1st half of 2005, gold price drop from • $0.6 to $0.1

Game Running Company • Persistent Charge • Free Online Game • (Popular in China nearly 100 games are free) • No entry cost • No persistent charge • Charge extra serves(such as selling special items) • Reasons • Increasing competitions • New online games published every month • Number of players lost when game start to charge money • Keep basic number of online players to increase potential paying players

Players or Small Groups • Individual RMT in MMOG • Selling virtual items or gold • Gold Farmer • Farming virtual gold for real currency • Substitute Playing • Spend time to build a virtual character for customer character pay money for characters fees depend on the top level or how long it will take some of them have contract to restrict serves

Players or Small Groups • Example of substitute playing • Very popular in China • According to the AD at “5173.com”, • In WoW • Any characters , Any severs • 0-60 level • 13 days and 12 hours • 1280 Yuan / £ 85

Reason For Play • Social Reasons • Escape from Reality • Pass the time • Fulfil Aspiration e.g. To be a Gangster… “online identity in a gamer community is often tied to the quest for the achievement of the unattainable” Source: “Beudrillard, 1998” • Financial Reasons

Reason for Online Gaming • 54% Played for fun • 17% Played to relive stress • 15% Play to escape reality • 8% Didn’t have a reason why they played • 6% Played for a mixture of social interaction, monetary gain and various others. Source: “www.misterpoll.com”

Virtual Crime A virtual crime “refers to a virtual criminal act that takes place in a massively multiplayer online game (MMOG), usually an MMORPG” Source: www.wikipedia.com • Steal virtual property – sell to highest bidder • Build characters with intent to sell

Possible Solution • Create specialised internet laws and police • Games developers group together to make standardised rules to MMORPG games Changes Being Made! • South Korea created new task force • US Government Investigating Online Gaming